Showing posts with label fantasy rpg. Show all posts
Showing posts with label fantasy rpg. Show all posts

D&D Miniatures Game Starter (D&D Miniatures Product) Review

DandD Miniatures Game Starter (DandD Miniatures Product)
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D&D Miniatures Game Starter (D&D Miniatures Product) Review[Disclaimer: I purchased this at a local store and not Amazon]
The packaging is awesome. Being able to see everything that you get with no surprises is a deviation from the old starter sets. The molded case holds the figures well and my set had no bent weapons or disfigured forms. The d20 is nice - it helps that my favorite color is blue - but it seems a little lightweight. I'll have to get out some of my others and compare.
The Green Dragon is very nice. The pliable plastic gives the wings a realistic leathery feel. The detail is good. The Dwarf, Human, and Yuan-ti (a confusing inclusion) look really good; but the face of the Elf looks marred. The paint covers too much detail and seems to bleed into other parts of the figure.
So, the rules released on the Wizards of the Coast site indicated that the following miniatures would be included:
* Young Green Dragon
* Yuan-Ti Swiftscale
* Human Sellsword
* Elf Warlock
* Dwarf Battlemaster
Which is what I received in my package. Amazon, however, lists the following:
* Large Green Dragon
* Exiled Drow Fighter
* Human Sellsword
* Elf Warlock
* Dwarf Battlemaster
The Yuan-Ti seems to be a better thematic fit, but the idea of a Drow Fighter mini sounds cool. All in all, I am very happy with the set.D&D Miniatures Game Starter (D&D Miniatures Product) OverviewAn all-new D&D Miniatures Game starter set.This new starter features new packaging that showcases all five miniatures in the starter. The updated rulebook is written for novice and experienced players and presents terms, battle tactics, and other game elements in an easy-to-reference format. The game experience can be further enhanced with the purchase of Dungeons of Dread booster packs.Each starter contains: 5 exclusive, non-random, pre-painted plastic miniatures: Large Green Dragon, Human Sellsword, Elf Warlock, Dwarf Battlemaster, and Exiled Drow Fighter 5 stat cards 2 double-sided, illustrated battle grids 1 damage counter sheet 1 twenty-sided die (d20) Rulebook

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The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) Review

The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons and Dragons)
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The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) ReviewThis volume is by far the finest and most complete information source concerning the drow elves! It contains character generation material, notes on innate abilities, and loads of info relating to drow culure. This volume also gives new spells, magical items, underdark monsters, and tables regarding drow-style names and listings of known drow houses and cities. Simply a must have.The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) Overview

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The Death Ray (Dungeons & Dragons Adventure Novel) Review

The Death Ray (Dungeons and Dragons Adventure Novel)
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The Death Ray (Dungeons & Dragons Adventure Novel) ReviewArgh!

Okay, before I dissolve into abject frustration, I'll begin with saying that this book was leagues above 'Return of the Damned.' The writing style returns to Lain's previous decent level, and the plot is a bit more involved. There is no mystery here - you are in on the bad guy's every thought and plan, but the villainy is quite well orchestrated: Bad Wizard uses Shield Golem to kill off young rivals to the soon-to-marry Duke's daughter.

But when the Duke's daughter decides that our intrepid Regdar is more to her liking than any other possible suitor, and the Duke grants a title to Regdar to make him a potential suitor (as he's currently a commoner without that title). Enter Naull, Regdar's girlfriend, and somewhat jealous of this unfolding situation, and huzzah - the set up for plot is complete.

Indeed, it unfolds quite well, with Lain's typical one-liners and cute humour all about. As usual, however, you can measure the half-life of a non-Iconic character with a pocket ruler. And the villain is a bit dim near the end in his choice of confrontations. But, this is D&D fiction, not grand literature, and it was enjoyable.

The ending, however, brings me back to that 'Argh!' I mentioned. Consider yourself warned that you'll likely find the ending extremely frustrating. Not in a badly-written way - oh no, it wasn't a cop-out ending, or a rushed ending. I'm quite sure Lain wrote this on purpose. But gosh, I could have screamed when I got there.

Very well done. And that 'Argh!' is also the sound of someone who is certainly going to buy the next one, just to see what happens next.

'NathanThe Death Ray (Dungeons & Dragons Adventure Novel) OverviewThis title chronicles the latest adventure of various iconic characters from the Dungeons & Dragons core rulebooks. This series of novels is designed to bring readers closer to the feeling of actually playing a D&D adventure. This tenth title in the novel line features the iconic characters of the fighter and the wizards, both of whom appeared in the kickoff title for the line,The Savage Caves.

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Grasp of the Emerald Claw (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting Adventure) Review

Grasp of the Emerald Claw (Dungeon and Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting Adventure)
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Grasp of the Emerald Claw (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting Adventure) ReviewBruce R. Cordell wrote this adventure. I've liked everything written by Bruce R. Cordell (In fairness, there are a few pieces that I don't rave about). This piece is no exception.
This is the conclusion of the story begun in The Forgotten Forge in the Eberron Campaign Setting and continued through Shadows of the Last War and Whispers of the Vampire's Blade. I haven't had the chance to read the last two adventures in this series (much less review them) so I'll review this as a stand-alone piece.
In this series, the characters, working for house Cannith, are trying to assemble four schemas which together compose a powerful artifact called the Creation Pattern, a left over from the Age of Giants. A group called the Emerald Claw is also searching for these schema. So what keeps this from being a standard "MacGuffin" plot?
The Creation Pattern is evil.
After the inciting incident of The Grasp of the Emerald Claw, the enemy possesses all three of the known schema and begins searching for the fourth. The character's must be the first to get to the last schema. It's their only hope to stop the Emerald Claw (and perhaps find the first three pieces). No one realizes that Creation Pattern has plans of its own.
The resulting adventure has the feel of the old pulp adventures. Picture King Solomon's Mines. More accurately, picture Twenty Thousand Leagues Under the Sea meets The Heart of Darkness meets Congo (the novel, not that horrible Laura Linney movie). It is a fun, entertaining romp.
One of the strengths of any Cordell adventure is the level of thought he puts into realistic detail. Ancient traps run out of power over time, character motivations and twists are well drawn and and the ecology of the dungeon holds together. If there is a creature too big to escape the room where it lives (and there is), you know how it got there, why it got there, and what it eats.
My complaints with this module are minor. Some of the dialog or description clunk once in a while. An encounter or two feels forced., but this is nothing that should hamper anyone's enjoyment of the adventure, especially if the DM does his own descriptions instead of reading "boxed text."
My biggest complaint has to do with the climax. This takes place in a interesting looking room. In effect, this is the opposite of the "Steam Factories" you see at the end of so many movies. You know the place. The hero and the villain end up grappling in a factory with no workers that seems to produce nothing but steam. This adds delicious threat to the fight scene, as long as the viewer doesn't think too much about why the factory is there or what it is doing.
As I said, the climax of this adventure takes place in the opposite setting. The room has a purpose, it's filled with stuff, yet accept for the climactic fight, nothing here is dangerous. I think that Cordell had a wonderful opportunity for a rich and dangerous tactical environment and missed it. I would suggest to any DM running this adventure to make this room come to life, it shouldn't be hard to rationalize how. Your game will benefit from it greatly.
I'd recommend this adventure to anyone playing in the Eberron setting. It might not be Cordell's crowning achievement but it's a good, solid module and a step above many of the adventures one sees these days.
Grasp of the Emerald Claw (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting Adventure) OverviewThe third stand-alone adventure for the new Eberron campaign setting.This full-length adventure for the newest D&D® campaign setting showcases many of the most unique traits of the Eberron setting. It plays out across the Eberron world and is designed to either be a stand-alone adventure or an immediate follow-up to the first and second published Eberron adventures, Shadows of the Last War™ and Whispers of the Vampire's Blade™.AUTHOR BIO: Bruce R. Cordell, an Origins-award-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook™. He also co-authored Libris Mortis: The Book of Undead™, the Planar Handbook™, the Epic Level Handbook™, and Underdark™.

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Unapproachable East (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Review

Unapproachable East (Dungeons and Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)
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Unapproachable East (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) ReviewI decided to write this review because I think some of the other reviewers here at Amazon have given this title short shrift.
The Unapproachable East is a great place to set a Forgotten Realms adventure which is different than your typical "Medieval Western Europe" type fantasy world. Admittedly, the book is not as good as the Silver Marches supplement, but it's pretty close. One reviewer mentioned that the artwork was as good as some home-printing jobbie. I disagree. There is some artwork that is stylisticly different than that we have seen in other WotC FR supplements. Some pieces are outstanding such as the Simbul's Palace and some are quite memorable such as the Ring of Grey Flames. Overall, I liked the art.
Content is also good. Here is a list of the chapters:
1. Introduction
2. Prestige Classes
3. Regions and Feats
4. Magic and Spells
5. Magic Items
6. Monsters
7. Adventuring in the East
8. Aglarond
9. The Great Dale
10. Rashemen
11. Thay
12. Thesk
13. Border Areas
As you can see, the content is pretty well balanced between background campaign information and "guidebook" overviews of the various areas. There is a good amount of plot hooks and plenty of places for a DM to set up a FR adventure that is different from the norm. I paid full price for this book when I bought it at a brick and mortar, and feel that it is well worth the value. There is plenty of material to read and enjoy even if you never use a bit of it for gameplay. It is much better than the 1st edition D&D compilation "Dreams of the Red Wizards". I don't give it five stars because it is not as much value for the money as the FR campaign setting (more pages +map) or the Silver Marches supplement (lower price +map) which I consider the best two FR products so far.Unapproachable East (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) OverviewExplore a Mysterious Land of Might and Magic.Tales from beyond the Easting Reach are told with awed voices and hushed tones. Known to most of Faerun as the homeland of the Simbul, the hathrans, and the Red Wizards, the Unapproachable East is filled with dark secrets, insidious plots, and untold adventure. Discover the people, politics, cities, and societies of the region, along with the monsters, nefarious organizations, and other perils that await unwary travelers in this treacherous corner of the Forgotten Realms game setting.* 12 new prestige classes * 21 new spells * 19 new monsters To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

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Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) Review

Heroes of Battle (Dungeons and Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement)
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Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) ReviewI have been running adventures for D&D for years that follow more the style of game represented herein, not delving into dungeons on a regular basis but rather encounters in the world. A battlefield campaign is a great idea and Wizards did an excellent job of giving guildlines and rules for running these. The section on victory and recognition points, as well as promotion and decorations is by far my favorite out of this book. While not terribly large for a hard-back this book is packed with information ranging from the 60-minute army to a few new prestige classes (all five-level and very useful) and some new magical items and weapon/armor properties.
If you want to run a game of D&D that doesn't focus on crawling around in ancient ruins or goblin-holes all the time, but instead focuses on the glory and frightfulnes of war and surface skirmshes then this will be an excellent adition to your gaming books.Heroes of Battle (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Rules Supplement) OverviewThe essential handbook integrating war and battlefield action into D&D® play.Heros of Battle™ provides everything one needs to know to play abattle-oriented D&D campaign. Players can build military characters with newfeats, spells, uses for traditional spells, and prestige classes. Information isgiven on tools specific to the battlefield, including siege engines, weapons,magic items, steeds, and other exotic mounts. Battlefield terrain aspects arediscussed with plenty of illustrative maps and new rules. Specific types ofbattlefield encounters are discussed in detail, and the book provides specificdetail on designing battlefields. DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoringRaces of Stone™ and Unearthed Arcana™.WILL McDERMOTT, former editor-inchief of Duelist and TopDeck magazines,has written a number of articles for Dragon® Magazine, but is knownprimarily for his fiction in the Magic: The Gathering™ universe, includingthe novels Judgment and The Moons of Mirrodin.STEPHEN SCHUBERT is a freelance writer whose previous credits includearticles in Dragon Magazine.

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Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Review

Lords of Darkness (Dungeons and Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)
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Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) ReviewIf you play in the Realms and want to flesh out your villians, this book is wonderful. It's the same size and layout as Magic of Faerun, so that right there is a plus. Personally, i think the artwork is much better than Magic of Faerun, and some of the power groups detailed therein are quite intriguing. From the Daemonfey to the old Red Wizards, the book covers dozens and dozens of personalities, locales, and enemies to throw against your party.
If you don't play in the Realms, the book is not as useful, but it is still GRADE A gaming material that could have pieces used in other campaigns. It seems like WOTC is pumping all their best talent and money into the FR series, which is fine by me, but it means that some other lines end up lacking (like the class supplement books).
Yes, the book is very pricey, but for a DM who wants a whole slew of villians, monsters and plots, it's worth the money.Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) OverviewEvil Powers Threaten FaerunSinister cabals plot in shadows, while merciless armies gather for war. Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.

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Races of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying) Review

Races of Destiny (Dungeon and Dragons d20 3.5 Fantasy Roleplaying)
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Races of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying) ReviewRaces of Destiny is the newest offering from WOC. It contains information on playing humans, half orcs and elves, a new race of humans the llumians and information on new feats,spells and prestige classes.
The first 30+ pages are on the humans. I was expecting more than a primer on humans, such things like that they play games and have a larger variety of troops than some of the other races. I was looking for more cultural things like some of the items from the old al qadim setting like not sitting in front of someone with your soles of your feet facing your host, or not eating with your left hand. There was none of that. The next 15 or so pages deals with the half orcs and half elves and their outlooks and physicology.
The Illumians are the next 70 or so pages and actually they look somewhat interesting. They are humans with more advantages. They have sigils which gives them more abilities or protections or something. If you are looking for something new for your campaign they might do the trick for you.
The feats that are listed are primarly focused to the races and some looked interesting like roof stride which allowed you to move along roofs at a higher rate of speed.
The spells looked interesting at first but didnt seem as well thought out after thinking about it. There are insignia spells which could be used for city guards or milita. The insignia spells are simple spells with the ability to be cast on multiple people at the same time. There is a spell that gives +1ac bonus plus a +1 fort save. The problem is that the spells only last minutes per level, not some that I would see would be particulary useful in a search pattern. Another spell creates a mazelike enviroment for some body invading the city to confuse and split them.
The prestige classes arent very exciting, of them the urban soul looked somewhat interesting and I might use it with several changes.
The most disappointing part was the city section at the end, again I was expecting more than was delivered. It was mostly a series of tables that could either be random or picked. I was again looking for more color that could be used in making each city more unique.
There is also a section on some of the other races such as assimars, teiflings, half-ogres.
This book in my opinion is very weak, the illumians are the most interesting part of the book. There are a couple of feats and some spells that I would use but for you folks take a long look before you buy thisRaces of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying) OverviewA new sourcebook detailing humans, half-breeds, and exotic almost-human races for the D&D game. Races of Destiny provides Dungeons & Dragons players with an in-depth look at humans, half-orcs, half-elves, and other "almost human" exotic races that populate the D&D world. Often more strange or bizarre than completely distinct races, these half-races showcase the unusual combinations of abilities and cultures possible in a fantasy setting. This sourcebook includes brand new races, new rules, feats, spells, and magic items attuned to each race. The book contains material for players and DMs alike, including new prestige classes, rules for interaction between races, and a wealth of cultural information.

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Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Review

Races of the Wild (Dungeons and Dragons d20 3.5 Fantasy Roleplaying Supplement)
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Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) ReviewRaces of the Wild is the latest from WOC for their races line. It includes information and stuff about elves, halflings, raptorians and other races.
The book opens with the elves. It has the standard format of the other race books. It deals with lifestyle, philosophy, elves at war, culture and assorted other things. We get a section on the elvish dieties, some familiar some new. One of the new ones is named Vandra Gilmadrith, who is the daughter of Corellon Larethian. She is the wargodess for the elves.
The book has a section of elvish language and a naming chart which is nice. The elvish section seems to be a rewrite of the old elves handbook from the 2nd edition with a significant amount of new information.
The halfling section is organized in the same manner as the elves. The previous reviewer is correct in saying gypsy halflings which seems odd for most of the race. The pc halflings are the adventurer types while the race is a at home body.
There is one new diety for the halflings. Her name is Dallah thaun and is the diety of mystery. There is also a section of halfling phrases and a chart for creating names and places.
The raptorians are the new race introduced. My impression is that of quasi cat/elf with wings. The raptorians cant fly initally but can glide or have an assist in jumping. They have a nest culture. Every thing is from the nest but they spend significant amount of time away from it.
This race seemed to me kind of ho-hum. Earlier editions of D&D had a race called the winged folk who where elves with wings. This race seems very similar.
Next is a section on other races the catfolk(from the miniatures hand book I believe), as well as centaurs, gnolls, and another race the killoren, a race of fey. There is information to play these races as pcs also.
The prestige classes are next. Most of them are race related like the champion of Corellon, you need to be a elf. The one
I liked was the luckstealer, its for halflings but I will allow this for humans(I have a deity of luck in my campaign).
There are new feats, again mostly race related. There are tactical feats also. Tactical feats were introduced in the complete warrior. Again these feats are mostly race related.
A new list of gear for these races to use like the wildwood armor for the elves which has modifiers for max dex, armor check penalties and ac depending on the type of armor bought. There are new magic items like the swordbow which can be used as a bow or sword and if magical retains the same enchancement either way.
New spells and psionics are next with a new cleric domain for the raptorians.
The last part of the book covers campaigns and some beasts for the wild. There is an elvish hound (cooshee)rewritten from older editions.
In all this book was ok. I did like it a little better than the other two race books, but agree with the previous reviewer that it is primarily for completists and not necessary.
Races of the Wild (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) OverviewA new D&D sourcebook detailing various races that dwell in wilderness.Races of the Wild™ provides Dungeons & Dragons® players with an in-depth look at races that live in the wildest areas of the D&D world. It explores the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on subraces, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.AUTHOR BIO: Skip Williams is currently a freelance RPG game designer.He co-authored the core rulebooks for the Dungeons & Dragons RPG and wrote the adventure Deep Horizon™. His most recent credits include Draconomicon: The Book of Dragons™ and Book of Challenges™.

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The Quintessential Elf (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Review

The Quintessential Elf (Dungeons and Dragons d20 3.0 Fantasy Roleplaying)
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The Quintessential Elf (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) ReviewI must admit elves are my favorite fantasy race, so for me buying this book was a no-brainer. I was very pleased with what I found. It has three new elven subraces and pc stats for all the elven subraces in the Monster Manual(including drow). It has lots of equipment elves use and many prestiege classes for them to join. The thing I like best is the rules for elven high magic! Add in new feats, new combat styles and an in-depth look at elven culture and this book is a solid buy for any D&D fan, and, if you like elves, a no-brainer of a purchase.The Quintessential Elf (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Overview

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Everything I Need to Know I Learned from Dungeons & Dragons: One Woman's Quest to Trade Self-Help for Elf-Help Review

Everything I Need to Know I Learned from Dungeons and Dragons: One Woman's Quest to Trade Self-Help for Elf-Help
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Everything I Need to Know I Learned from Dungeons & Dragons: One Woman's Quest to Trade Self-Help for Elf-Help ReviewThis book has just enough D&D to warrant the title, but it is more of the author's experiences and thoughts on stuff than a book about the game. The D&D references usually branch off into light-hearted (in a heavy hors d'oeuvres sort of way) examinations of subjects such as spirituality, commitment, and fashion. Often funny and always witty, it definitely touches on her relationships with others: pets, co-workers, her boyfriend, random psychotic children on Big Wheels, and, especially, her mother.
What gives the book it's real charm to me, though, is that underneath all of the humor, wit, and sarcasm, there is an honest examination of self going on in it as well. If you are interested in a well-written, funny book with a little bit of "self-help" sprinkled in, then by all means, buy this book. It is good enough, smart enough, and, doggone it, I think you will like it. Any interest you have in D&D will just be the cherry on top.Everything I Need to Know I Learned from Dungeons & Dragons: One Woman's Quest to Trade Self-Help for Elf-Help OverviewWith tongue-in-cheek humor, the creator of the award-winning Confessions of a Part-Time Sorceress takes on the self-help section, proving that the benefits of the Dungeons & Dragons® game goes far beyond simple entertainment.

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Dark Heaven Amiryth Elmlighter Female Elf Archer RPR 02711 Review

Dark Heaven Amiryth Elmlighter Female Elf Archer RPR 02711
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Dark Heaven Amiryth Elmlighter Female Elf Archer RPR 02711 ReviewShe's so pretty! I haven't even painted her, but she looks exactly like I pictured my D&D char.Dark Heaven Amiryth Elmlighter Female Elf Archer RPR 02711 Overview

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Satheras, Elf Warlock RPR 03381 Review

Satheras, Elf Warlock RPR 03381
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Satheras, Elf Warlock RPR 03381 ReviewWorks perfectly, looks hardcore, and is durable as any metal miniature. Works in my gaming group very well and is one of my most prized miniatures now. If you like creepy wizards, this mini is perfect for you!Satheras, Elf Warlock RPR 03381 Overview

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